… | |
… | |
858 | * then calls this function. |
858 | * then calls this function. |
859 | */ |
859 | */ |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
860 | if (QUERY_FLAG (tmp, FLAG_APPLIED) && tmp->type == POTION) |
861 | continue; |
861 | continue; |
862 | |
862 | |
863 | /* See note in map.c:update_position about making this additive |
|
|
864 | * since light sources are never applied, need to put check here. |
|
|
865 | */ |
|
|
866 | glow_radius = max (glow_radius, tmp->glow_radius); |
863 | glow_radius += tmp->glow_radius; |
867 | |
864 | |
868 | /* For some things, we don't care what is equipped */ |
865 | /* For some things, we don't care what is equipped */ |
869 | if (tmp->type == SKILL) |
866 | if (tmp->type == SKILL) |
870 | { |
867 | { |
871 | /* Want to take the highest skill here. */ |
868 | /* Want to take the highest skill here. */ |
… | |
… | |
1137 | else /* To nullify the below effect */ |
1134 | else /* To nullify the below effect */ |
1138 | ac += tmp->stats.ac + tmp->magic; |
1135 | ac += tmp->stats.ac + tmp->magic; |
1139 | } |
1136 | } |
1140 | |
1137 | |
1141 | if (tmp->stats.wc) |
1138 | if (tmp->stats.wc) |
1142 | wc -= (tmp->stats.wc + tmp->magic); |
1139 | wc -= tmp->stats.wc + tmp->magic; |
1143 | |
1140 | |
1144 | if (tmp->stats.ac) |
1141 | if (tmp->stats.ac) |
1145 | ac -= (tmp->stats.ac + tmp->magic); |
1142 | ac -= tmp->stats.ac + tmp->magic; |
1146 | |
1143 | |
1147 | if (ARMOUR_SPEED (tmp)) |
1144 | if (ARMOUR_SPEED (tmp)) |
1148 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1145 | max_speed = min (max_speed, ARMOUR_SPEED (tmp) / 10.f); |
1149 | |
1146 | |
1150 | break; |
1147 | break; |
1151 | } /* switch tmp->type */ |
1148 | } /* switch tmp->type */ |
1152 | } /* item is equipped */ |
1149 | } /* item is equipped */ |
1153 | } /* for loop of items */ |
1150 | } /* for loop of items */ |
|
|
1151 | |
|
|
1152 | glow_radius = min (glow_radius, MAX_LIGHT_RADIUS); |
1154 | |
1153 | |
1155 | /* We've gone through all the objects the player has equipped. For many things, we |
1154 | /* We've gone through all the objects the player has equipped. For many things, we |
1156 | * have generated intermediate values which we now need to assign. |
1155 | * have generated intermediate values which we now need to assign. |
1157 | */ |
1156 | */ |
1158 | |
1157 | |
… | |
… | |
1698 | * flag is what to do if the player doesn't have the skill: |
1697 | * flag is what to do if the player doesn't have the skill: |
1699 | */ |
1698 | */ |
1700 | static void |
1699 | static void |
1701 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1700 | add_player_exp (object *op, sint64 exp, const char *skill_name, int flag) |
1702 | { |
1701 | { |
1703 | object *skill_obj = NULL; |
1702 | object *skill_obj; |
1704 | sint64 limit, exp_to_add; |
1703 | sint64 limit, exp_to_add; |
1705 | int i; |
1704 | int i; |
1706 | |
1705 | |
1707 | /* prevents some forms of abuse. */ |
1706 | /* prevents some forms of abuse. */ |
1708 | if (op->contr->braced) |
1707 | if (op->contr->braced) |
… | |
… | |
1711 | /* Try to find the matching skill. |
1710 | /* Try to find the matching skill. |
1712 | * We do a shortcut/time saving mechanism first - see if it matches |
1711 | * We do a shortcut/time saving mechanism first - see if it matches |
1713 | * chosen_skill. This means we don't need to search through |
1712 | * chosen_skill. This means we don't need to search through |
1714 | * the players inventory. |
1713 | * the players inventory. |
1715 | */ |
1714 | */ |
|
|
1715 | skill_obj = 0; |
|
|
1716 | |
1716 | if (skill_name) |
1717 | if (skill_name) |
1717 | { |
1718 | { |
1718 | if (op->chosen_skill && op->chosen_skill->type == SKILL && !strcmp (skill_name, op->chosen_skill->skill)) |
1719 | skill_obj = op->contr->find_skill (skill_name); |
1719 | skill_obj = op->chosen_skill; |
|
|
1720 | else |
|
|
1721 | { |
|
|
1722 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
|
|
1723 | if (tmp->skill == skill_name && tmp->type == SKILL) |
|
|
1724 | { |
|
|
1725 | skill_obj = splay (tmp); |
|
|
1726 | break; |
|
|
1727 | } |
|
|
1728 | |
1720 | |
1729 | /* Player doesn't have the skill. Check to see what to do, and give |
1721 | /* Player doesn't have the skill. Check to see what to do, and give |
1730 | * it to the player if necessary |
1722 | * it to the player if necessary |
1731 | */ |
1723 | */ |
1732 | if (!skill_obj) |
1724 | if (!skill_obj) |
1733 | { |
1725 | { |
1734 | if (flag == SK_EXP_NONE) |
1726 | if (flag == SK_EXP_NONE) |
1735 | return; |
1727 | return; |
|
|
1728 | |
1736 | else if (flag == SK_EXP_ADD_SKILL) |
1729 | if (flag == SK_EXP_ADD_SKILL) |
1737 | skill_obj = give_skill_by_name (op, skill_name); |
1730 | skill_obj = give_skill_by_name (op, skill_name); |
1738 | } |
|
|
1739 | } |
1731 | } |
1740 | } |
1732 | } |
1741 | |
1733 | |
1742 | if (flag != SK_EXP_SKILL_ONLY) |
1734 | if (flag != SK_EXP_SKILL_ONLY) |
1743 | { |
1735 | { |
… | |
… | |
1776 | player_lvl_adj (op, skill_obj); |
1768 | player_lvl_adj (op, skill_obj); |
1777 | } |
1769 | } |
1778 | } |
1770 | } |
1779 | |
1771 | |
1780 | /* This function checks to make sure that object 'op' can |
1772 | /* This function checks to make sure that object 'op' can |
1781 | * lost 'exp' experience. It returns the amount of exp |
1773 | * lose 'exp' experience. It returns the amount of exp |
1782 | * object 'op' can in fact lose - it basically makes |
1774 | * object 'op' can in fact lose - it basically makes |
1783 | * adjustments based on permanent exp and the like. |
1775 | * adjustments based on permanent exp and the like. |
1784 | * This function should always be used for losing experience - |
1776 | * This function should always be used for losing experience - |
1785 | * the 'exp' value passed should be positive - this is the |
1777 | * the 'exp' value passed should be positive - this is the |
1786 | * amount that should get subtract from the player. |
1778 | * amount that should get subtract from the player. |
… | |
… | |
1790 | { |
1782 | { |
1791 | sint64 del_exp; |
1783 | sint64 del_exp; |
1792 | |
1784 | |
1793 | if (exp > op->stats.exp) |
1785 | if (exp > op->stats.exp) |
1794 | exp = op->stats.exp; |
1786 | exp = op->stats.exp; |
|
|
1787 | |
1795 | if (settings.permanent_exp_ratio) |
1788 | if (settings.permanent_exp_ratio) |
1796 | { |
1789 | { |
1797 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
1790 | del_exp = (sint64) ((op->stats.exp - op->perm_exp) * PERM_EXP_MAX_LOSS_RATIO); |
|
|
1791 | |
1798 | if (del_exp < 0) |
1792 | if (del_exp < 0) |
1799 | del_exp = 0; |
1793 | del_exp = 0; |
|
|
1794 | |
1800 | if (exp > del_exp) |
1795 | if (exp > del_exp) |
1801 | exp = del_exp; |
1796 | exp = del_exp; |
1802 | } |
1797 | } |
|
|
1798 | |
1803 | return exp; |
1799 | return exp; |
1804 | } |
1800 | } |
1805 | |
1801 | |
1806 | sint64 |
1802 | sint64 |
1807 | check_exp_adjust (const object *op, sint64 exp) |
1803 | check_exp_adjust (const object *op, sint64 exp) |
1808 | { |
1804 | { |
1809 | if (exp < 0) |
1805 | if (exp < 0) |
1810 | return check_exp_loss (op, exp); |
1806 | return check_exp_loss (op, exp); |
1811 | else |
1807 | else |
1812 | return MIN (exp, (sint64) MAX_EXPERIENCE - op->stats.exp); |
1808 | return min (exp, (sint64)MAX_EXPERIENCE - op->stats.exp); |
1813 | } |
1809 | } |
1814 | |
|
|
1815 | |
1810 | |
1816 | /* Subtracts experience from player. |
1811 | /* Subtracts experience from player. |
1817 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1812 | * if skill is set and flag == SK_SUBTRACT_SKILL_EXP, then we |
1818 | * only subtract from the matching skill. Otherwise, |
1813 | * only subtract from the matching skill. Otherwise, |
1819 | * this subtracts a portion from all |
1814 | * this subtracts a portion from all |
… | |
… | |
1833 | sint64 del_exp; |
1828 | sint64 del_exp; |
1834 | |
1829 | |
1835 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1830 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1836 | if (tmp->type == SKILL && tmp->stats.exp) |
1831 | if (tmp->type == SKILL && tmp->stats.exp) |
1837 | { |
1832 | { |
1838 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (tmp->skill, skill)) |
1833 | if (flag == SK_SUBTRACT_SKILL_EXP && skill && !strcmp (&tmp->skill, skill)) |
1839 | { |
1834 | { |
1840 | del_exp = check_exp_loss (tmp, exp); |
1835 | del_exp = check_exp_loss (tmp, exp); |
1841 | tmp->stats.exp -= del_exp; |
1836 | tmp->stats.exp -= del_exp; |
1842 | player_lvl_adj (op, tmp); |
1837 | player_lvl_adj (op, tmp); |
1843 | } |
1838 | } |
… | |
… | |
1931 | * amount of permenent experience, whichever gives the lowest loss. |
1926 | * amount of permenent experience, whichever gives the lowest loss. |
1932 | */ |
1927 | */ |
1933 | void |
1928 | void |
1934 | apply_death_exp_penalty (object *op) |
1929 | apply_death_exp_penalty (object *op) |
1935 | { |
1930 | { |
1936 | object *tmp; |
|
|
1937 | sint64 loss; |
1931 | sint64 loss; |
1938 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1932 | sint64 percentage_loss; /* defined by the setting 'death_penalty_percent' */ |
1939 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1933 | sint64 level_loss; /* defined by the setting 'death_penalty_levels */ |
1940 | |
1934 | |
1941 | for (tmp = op->inv; tmp; tmp = tmp->below) |
1935 | for (object *tmp = op->inv; tmp; tmp = tmp->below) |
1942 | if (tmp->type == SKILL && tmp->stats.exp) |
1936 | if (tmp->type == SKILL && tmp->stats.exp) |
1943 | { |
1937 | { |
1944 | |
|
|
1945 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1938 | percentage_loss = tmp->stats.exp * settings.death_penalty_ratio / 100; |
1946 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1939 | level_loss = tmp->stats.exp - levels[MAX (0, tmp->level - settings.death_penalty_level)]; |
1947 | |
1940 | |
1948 | /* With the revised exp system, you can get cases where |
1941 | /* With the revised exp system, you can get cases where |
1949 | * losing several levels would still require that you have more |
1942 | * losing several levels would still require that you have more |
… | |
… | |
1951 | * tables is a lot harder. |
1944 | * tables is a lot harder. |
1952 | */ |
1945 | */ |
1953 | if (level_loss < 0) |
1946 | if (level_loss < 0) |
1954 | level_loss = 0; |
1947 | level_loss = 0; |
1955 | |
1948 | |
1956 | loss = check_exp_loss (tmp, MIN (level_loss, percentage_loss)); |
1949 | loss = check_exp_loss (tmp, min (level_loss, percentage_loss)); |
1957 | |
1950 | |
1958 | tmp->stats.exp -= loss; |
1951 | tmp->stats.exp -= loss; |
1959 | player_lvl_adj (op, tmp); |
1952 | player_lvl_adj (op, tmp); |
1960 | } |
1953 | } |
1961 | |
1954 | |
1962 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1955 | percentage_loss = op->stats.exp * settings.death_penalty_ratio / 100; |
1963 | level_loss = op->stats.exp - levels[MAX (0, op->level - settings.death_penalty_level)]; |
1956 | level_loss = op->stats.exp - levels[max (0, op->level - settings.death_penalty_level)]; |
1964 | |
1957 | |
1965 | if (level_loss < 0) |
1958 | if (level_loss < 0) |
1966 | level_loss = 0; |
1959 | level_loss = 0; |
|
|
1960 | |
1967 | loss = check_exp_loss (op, MIN (level_loss, percentage_loss)); |
1961 | loss = check_exp_loss (op, min (level_loss, percentage_loss)); |
1968 | |
1962 | |
1969 | op->stats.exp -= loss; |
1963 | op->stats.exp -= loss; |
1970 | player_lvl_adj (op, NULL); |
1964 | player_lvl_adj (op, NULL); |
1971 | } |
1965 | } |
1972 | |
1966 | |